About MacariaIntro, Defense & Offense:
Macaria (Carmen Dobrescu) Female Human Gestalt Soul Weaver (Dual Channeler) 5 / Cleric of Pharasma (Divine Channeler) 3 Avowed Paladin 2 NG Humanoid (Human) Languages
Speed 30 ft
STR 10 (+0)
DEFENSE
OFFENSE
Ranged
CMB: +4
Class, Background & Race Features:
SOUL WEAVER FEATURES (Dual Channeler) 1- Casting (Cha) Master of Life and Death (Modified as per Dual Channeler) Channel Energy (Su) (Modified as per Dual Channeler) Potent Channeler 2- Blessing/Blight (Su) (Modified as per Dual Channeler) ·Blight ·Blessing 4- GranD Channel (Su) CLERIC FEATURES (Divine Channeler)
PALADIN FEATURES (Avowed Paladin)
Favoured Class Bonus (Class): +5/6 Channeling Feat. DESCENDED FROM HEROES
HUMAN FEATURES
Traits & Feats:
TRAITS Envoy of Healing (Religion) Sacred Conduit (Faith) Harrow Born (Race) FEATS
Skills:
Armor Check Penalty: 0 Skill Points: 5x(4 +0 Int +1 Skilled +1 Cunning) = 30 +5 Acrobatics +5 Fly Acrobatics: 12 (5 Rank +3 DEX +3 Class -0 ACP +1 Pledge)
Spheres of Might:
Martial Tradition Staff Master Practicioner Stat Charisma ATHLETICS SPHERE
Spheres of Power:
Casting Tradition Gifted Witch Casting Stat Charisma Spell Points Cha+2xLevel (Soul Weaver) + Cha+2xLevel (Paladin) ·Consciousness Linked Sphere effects end if the caster falls asleep or is unconscious, dazed, stunned, confused, reduced to animal intelligence, or otherwise unable to take coherent mental actions. ·Somatic Casting (x2) Must have at least one hand free. Any armor or shield incurs in Arcane Spell Failure. ·Verbal Casting Caster must speak aloud to cast Spheres. ·Magical Signs When casting, anyone near notices something weird related to the dead. It might be your long dead aunt talking to your mind, a quick shadow in the corner of your eye or the sensation that something has moved on its own. Using magic automatically breaks stealth, and all creatures within 60 feet who are observing are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition is used. DESTRUCTION SPHERE (Tradition)
DIVINATION SPHERE (Tradition)
DEATH SPHERE (Soul Weaver Bonus)
LIFE SPHERE (Soul Weaver Bonus)
Spells:
Holy Book Cantrips/Orisons DC 12
Level 1 DC 13 (3/3)
Level 2 DC 14 (1/1)
Channeling:
SOULWEAVER CHANNELING Dice 3d6
Effects 30 ft Burst, Standard. Choose from:
Mods
CLERIC CHANNELING Dice 3d6
Effects 30 ft Burst, Standard. Choose from:
Mods
Gear:
Dagger 2 gp (1 lb) Holy Symbol - gp (1 lb) Harrow Deck - gp (- lb) Ioun Torch 75 gp (1 lb) Canteen 2 gp (1 lb) Belt Pouch 1 gp (.5 lb) Fix of the building 1200 gp Total Weight: 4.5/33 lb (Light Load) Cash: 1048 gp / 15 sp
Macaria:
Macaria was the third child of a minor noble family from the Korvosan area. Since she turned out to be a weirdo, insisting that she heard voices and see people who weren’t there, her parents weren’t too fond of her, thinking the little girl would ruin the family’s reputation. When things started to go bad, they didn’t need much to be convinced their daughter had brought them some kind of curse. Macaria was sent to the woods with a group of brigands, to be slain and offered to some dark powers as appeasement None of them returned. What happened in the woods only Macaria knows, and she never talked about it. Free from her captors and not wanting to return home, she fled to Korvosa. There she was tricked by an old crook going by the name of Gaedren Lamm. Wanting to put an end to the voices and apparitions, the girl looked for help and Lamm offered some substances to deal with her problems. Once he had her hooked, he forced her to use her weird skills for evil and selfish means. She was the oldest of the Little Lamms at the time, and still wonders what could have happened to the ones closer to her: Oliver, Nancy, Charlie... In her most desperate hour, though, she found her salvation. Roaming around with nothing to take back to Lamm, she tried to steal from a Varisian caravan. She was caught, of course, and was about to be dealt quick justice, but the elder of the caravan, Madame Patilea, noticed some strange connection to the netherworld in the young girl. She spared her life, and welcomed her to the caravan, taking Macaria around Varisia and some other faraway lands. She showed her how to control her gift and use it for good, and she taught her about the dead, the living and the thin line that keeps ones from the others. Macaria spent years with the caravan, learning the ways of the Lady of Graves from Madame Patilea and turning into a respected member of the community. Just recently, the caravan has returned to the area near Korvosa. Macaria has searched a bit about her family, and found out they all fell to some terrible illness. The lands belong now to a different noble house, and there’s nothing she can do about it - no one would ever believe her - so she’s moved on. She wonders, though, what would happen if she ever crosses paths with Lamm again. Will she be able to let him go? What has been of her old friends from her criminal days? Is Lamm even alive? Macaria is a thin woman, with delicate factions and red hair that, in some cultures, denotes magic blood. She has a calmed personality and usually doesn’t want to displease others, but when she gives an opinion she’s used to being heard and respected. Those who have failed to treat her - or any of her close ones - properly have tasted the bitter juices of death on their own throats.
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